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			83 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#ifndef LIB_LIGHT_LIGHTING
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#define LIB_LIGHT_LIGHTING
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#include "lighting_util.glsl"
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float calcLambert(vec3 viewNormal, vec3 lightDir, vec3 viewDir)
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{
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    float lambert = dot(viewNormal, lightDir);
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#ifndef GROUNDCOVER
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    lambert = max(lambert, 0.0);
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#else
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    float eyeCosine = dot(viewNormal, viewDir);
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    if (lambert < 0.0)
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    {
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        lambert = -lambert;
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        eyeCosine = -eyeCosine;
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    }
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    lambert *= clamp(-8.0 * (1.0 - 0.3) * eyeCosine + 1.0, 0.3, 1.0);
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#endif
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    return lambert;
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}
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float calcSpecIntensity(vec3 viewNormal, vec3 viewDir, float shininess, vec3 lightDir)
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{
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    if (dot(viewNormal, lightDir) > 0.0)
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    {
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        vec3 halfVec = normalize(lightDir - viewDir);
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        float NdotH = max(dot(viewNormal, halfVec), 0.0);
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        return pow(NdotH, shininess);
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    }
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    return 0.0;
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}
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#if PER_PIXEL_LIGHTING
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void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, float shadowing, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight)
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#else
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void doLighting(vec3 viewPos, vec3 viewNormal, float shininess, out vec3 diffuseLight, out vec3 ambientLight, out vec3 specularLight, out vec3 shadowDiffuse, out vec3 shadowSpecular)
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#endif
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{
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    vec3 viewDir = normalize(viewPos);
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    shininess = max(shininess, 1e-4);
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    vec3 sunDir = normalize(lcalcPosition(0));
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    diffuseLight = lcalcDiffuse(0) * calcLambert(viewNormal, sunDir, viewDir);
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    ambientLight = gl_LightModel.ambient.xyz;
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    specularLight = lcalcSpecular(0).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, sunDir);
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#if PER_PIXEL_LIGHTING
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    diffuseLight *= shadowing;
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    specularLight *= shadowing;
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#else
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    shadowDiffuse = diffuseLight;
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    shadowSpecular = specularLight;
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    diffuseLight = vec3(0.0);
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    specularLight = vec3(0.0);
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#endif
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    for (int i = @startLight; i < @endLight; ++i)
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    {
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#if @lightingMethodUBO
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        int lightIndex = PointLightIndex[i];
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#else
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        int lightIndex = i;
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#endif
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        vec3 lightPos = lcalcPosition(lightIndex) - viewPos;
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        float lightDistance = length(lightPos);
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        // cull non-FFP point lighting by radius, light is guaranteed to not fall outside this bound with our cutoff
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#if !@lightingMethodFFP
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        if (lightDistance > lcalcRadius(lightIndex) * 2.0)
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            continue;
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#endif
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        vec3 lightDir = lightPos / lightDistance;
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        float illumination = lcalcIllumination(lightIndex, lightDistance);
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        diffuseLight += lcalcDiffuse(lightIndex) * calcLambert(viewNormal, lightDir, viewDir) * illumination;
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        ambientLight += lcalcAmbient(lightIndex) * illumination;
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        specularLight += lcalcSpecular(lightIndex).xyz * calcSpecIntensity(viewNormal, viewDir, shininess, lightDir) * illumination;
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    }
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}
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#endif
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